DDO Server Transfers 2025: 32b World Packing: Open 32b → 64b World Transferring: Open 64b World Unpacking: Open
32-bit server "ghost worlds" are available to Prepare, Pack, & Transfer to the new 64-bit game worlds until October 1, 2027. See Ghost worlds for more details.
Looking for which server your guild leader and guild transferred to? Check out our "Where did my guild go!?" page.
Newbie guideIn developmentDDO Store (Coupons)Social media
ClassesCraftingEnhancementsEpic DestiniesFavorFeatsItems
MapsMonstersPlacesQuestsRacesReincarnationSkillsSpells
Please create an account or log in to get the most updated information (this is up to 13 hours old), remove ads, access dark mode or the mobile friendly Timeless skin, and build a reputation to unlock more editing privileges.
Please visit DDO wiki's Discord chat server if you need any help!

Divine Disciple enhancements

From DDO wiki
(Redirected from Divine Disciple)
Jump to navigation Jump to search
Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SB2SSSt1WC DA1DDRS2War
DruidWolf Fighter Favored Soul Monk Paladin
BC1NWNP2SH Dra1Ken2Rav1StDVan2 AoVBoHWar DD1HeM2NiSShi

KotC2RS1SaDSF1Van2

Ranger Rogue Sorcerer Wizard Warlock
AA2DH1DWSTem AssMecTA ASESFSWSEK2WM1 AMEKPM AotS1ES2SETS

Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Divine Disciple enhancements[edit]

Divine Disciple enhancements tree
Divine Disciple enhancements tree

This tree provides the intertwined paths of Light (Light/Alignment) and Darkness (Negative). Light core abilities are selected from left to right, Darkness core abilities from right to left. It is possible to train both Light and Darkness cores, however if you want a core capstone ability you have to train either all Light or all Darkness core abilities.

Core abilities[edit]

Note that this table shows both Light and Darkness core abilities of the same level in one row. Note: Light core abilities are selected from left to right, Darkness core abilities from right to left.

How Divine Disciple Cores are setup
How Divine Disciple Cores are setup
Emissary: Follow the path of Light or Dark:
  • Divine Emissary of Darkness: You have chosen to follow the path of Darkness. For each Dark Core Ability you take in this tree, you gain 5 Negative and Universal Spell Power.
  • Divine Emissary of Light: You have chosen to follow the path of Light. For each Light Core Ability you take in this tree, you gain +5 Light, Alignment, and Universal Spell Power.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Cleric level 1
Sacred Defense: Follow the path of Light or Dark:
  • Empowered by Darkness: +2 to all Saving Throws and +3 Magical Resistance Rating
  • Empowered by Light: +2 to all Saving Throws and +3 Physical Resistance Rating
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Cleric level 3, related Divine Emissary
Divine Spell Knowledge: Add a new spell to your spellbook:
  • Dark Spellbook I: Enervation: Your Cleric spellbook gains Enervation as a level 4 spell.
    • Requires Divine Emissary of Darkness
  • Light Spellbook I: Sun Bolt: Your Cleric spellbook gains Sun Bolt as a level 3 spell.
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Cleric level 6, related Empowered by
Divine Spell Knowledge: Add a new spell to your spellbook:
  • Dark Spellbook II: Necrotic Ray: Your Cleric spellbook gains Necrotic Ray as a level 6 spell.
    • Requires Divine Emissary of Darkness
  • Light Spellbook II: Sunbeam: Your Cleric spellbook gains Sunbeam as a level 6 spell.
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Cleric level 12, related Spellbook I
Divine Spell Knowledge: Add a new spell to your spellbook:
  • Dark Spellbook III: Power Word: Stun: Your Cleric spellbook gains Power Word: Stun as a level 8 spell. You also gain +1 Caster Level and Max Caster Level with Negative Spells.
    • Requires Divine Emissary of Darkness
  • Light Spellbook III: Sunburst: Your Cleric spellbook gains Sunburst as a level 8 spell. You also gain +1 Caster Level and Max Caster Level with Light and Alignment Spells.
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Cleric level 18, related Spellbook II
Transcendence: Complete your training:
  • Deacon of Endless Darkness: Your mastery over Darkness has granted you impossible power.
    • +4 Wisdom
    • +2 to all Saving Throws
    • +10 Negative Spell Power and negative healing amp.
    • +1 caster level and max caster level to Negative Energy spells.
    • +1 Necromancy DCs.
      • Requires Divine Emissary of Darkness
  • Priest of Endless Light:: Yor mastery over Light has granted you impossible power.
    • +4 Wisdom
    • +2 to all Saving Throws
    • +10 Light/Alignment Spell Power and positive healing amp.
    • +1 caster level and max caster level with Light/Alignment spells.
    • +1 evocation DCs.
      • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Cleric level 20, related Spellbook III

Tier One[edit]

Requires Emissary, Cleric Level 1

Prophetic Zenith: You are the voice of your chosen path. You gain a new level 1 Spell-like ability:
  • Inflict Light Wounds: (Activation Cost: 8/6/4 spell points. Cooldown: 10/8/6 seconds.)
    • Requires Divine Emissary of Darkness
  • Nimbus of Light: (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.)
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 3 Progression: 1
Defense of the Heart: Gain +2/+4/+6 Physical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 1
Divine Smiting I: Choose:
  • Arcane Smiting I: +2% Critical Chance with Fire, Cold, Acid, Electric and Force spells
    • Requires both Divine Emissary of Darkness/Light
  • Divine Smiting I: +2% Critical Chance with Light, Negative, and Alignment spells
AP Cost: 2 Ranks: 1 Progression: 1
Defense of the Soul: Gain +2/+4/+6 Magical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 1
Energy of the Disciple: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Cleric Level 2, 5 APs spent in tree

Spell Penetration: +1/+2/+3 to your Caster Level check to overcome enemy Spell Resistance.
AP Cost: 2 Ranks: 3 Progression: 5
Efficient Metamagic: Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic:
  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: The Metamagic you are improving
Divine Smiting II: Choose:
  • Arcane Smiting II: +2% Critical Chance with Fire, Cold, Acid, Electric and Force spells
    • Requires both Divine Emissary of Darkness/Light
  • Divine Smiting II: +2% Critical Chance with Light, Negative, and Alignment spells
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Divine Smiting I (Tier)
Shield of Dawn: When struck, attackers are dealt 1d6/2d6/3d6 Light damage, scaling with your Spell Power. Rank 3: and they have a small chance to be Blinded for 12 seconds.
AP Cost: 1 Ranks: 3 Progression: 5
Light and Dark: Whenever you cast a Light, Alignment, or Negative spell, you gain +3 to your Negative, Light, and Alignment Spell Power for 6 seconds. This stacks up to 1/3/5 times.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Cleric Level 3, 10 APs spent on tree

Prophetic Zenith: You are the voice of your chosen path. You gain a new level 3 Spell-like ability:
  • Necrotic Bolt: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.)
    • Requires Divine Emissary of Darkness
  • Searing Light: (Activation Cost: 8/6/4 spell points. Cooldown: 8/6/4 seconds.)
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 3 Progression: 10
Efficient Metamagic: Choose a different Metamagic feat than Tier 2. Using that Metamagic costs you X fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 10 Requires: Efficient Metamagic (Tier 2), The Metamagic you are improving
Divine Smiting III: Choose:
  • Arcane Smiting III: +2% Critical Chance with Fire, Cold, Acid, Electric and Force spells
    • Requires both Divine Emissary of Darkness/Light
  • Divine Smiting III: +2% Critical Chance with Light, Negative, and Alignment spells
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Divine Smiting II (Tier)
Disciple of Dusk or Dawn: Select which Healing Amplification you would like:
  • Disciple of Dawn: +5/+10/+15 Positive Healing Amplification
  • Disciple of Dusk: +5/+10/+15 Negative Healing Amplification
AP Cost: 1 Ranks: 3 Progression: 10
Wisdom: +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Cleric Level 4, 20 APs spent on tree

Prophetic Zenith: You are the voice of your chosen path. You gain a new level 4 Spell-like ability:
  • Chaos Hammer: (Activation Cost: 13/10/8 spell points. Cooldown: 20/15/12 seconds.)
  • Holy Smite: (Activation Cost: 11/9/7 spell points. Cooldown: 10/8/6 seconds.)
    • Requires Divine Emissary of Light
  • Order's Wrath: (Activation Cost: 13/10/8 spell points. Cooldown: 20/15/12 seconds.)
  • Unholy Blight: (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.)
    • Requires Divine Emissary of Darkness
AP Cost: 1 Ranks: 3 Progression: 20
Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 3), Heighten Spell
Divine Smiting IV: Choose:
  • Arcane Smiting IV: +2% Critical Chance with Fire, Cold, Acid, Electric and Force spells
    • Requires both Divine Emissary of Darkness/Light
  • Divine Smiting IV: +2% Critical Chance with Light, Negative, and Alignment spells
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Divine Smiting III (Tier)
Disciple of Dusk or Dawn: Select which Healing Amplification you would like:
  • Disciple of Dawn: +5/+10/+15 Positive Healing Amplification
  • Disciple of Dusk: +5/+10/+15 Negative Healing Amplification
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Disciple of Dusk or Dawn (Tier 3)
Wisdom: +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Wisdom (Tier 3)

Tier Five[edit]

Requires Cleric Level 5, Character Level 12, 30 APs spent in tree

Power Balance: Enhance your Alignment spells:
  • Balance of Power: The spells Order's Wrath and Chaos Hammer now deal their increased damage to all enemies, regardless of alignment.
    • Requires both Divine Emissary of Darkness/Light
  • Holy Power: Your Holy Smite spell now deals its increased damage to all enemies, regardless of alignment.
    • Requires Divine Emissary of Light
    • Bug: This version of the enhancement does not appear to work.
  • Unholy Power: Your Unholy Blight spell now deals its increased damage to all enemies, regardless of alignment.
    • Requires Divine Emissary of Darkness
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Cleric level 20, Divine Spell Knowledge (3)
Transcendence: Transcend your choices:
  • Bring Balance; The Word of Balance spell is added to your Spellbook at level 7.
    • Requires both Divine Emissary of Darkness/Light
  • Transcend Darkness: You gain the spells you would have gained from the Path of Light core abilities.
    • Requires having only Divine Emissary of Darkness Cores (and no Light Cores.)
  • Transcend Light: You gain the spells you would have gained from the Path of Darkness core abilities.
    • Requires having only Divine Emissary of Light Cores (and no Darkness Cores.)
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Cleric level 20, Divine Spell Knowledge (3)
Divine Smiting V: Choose:
  • Arcane Smiting V: +2% Critical Chance with Fire, Cold, Acid, Electric and Force spells
    • Requires both Divine Emissary of Darkness/Light
  • Divine Smiting V: +2% Critical Chance with Light, Negative, and Alignment spells
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Divine Smiting IV (Tier)
Condemnation or Acceptance: Condemn the unusual or accept it as your own:
  • Acceptance: +5% Spell Critical Damage with Fire, Cold, Acid, Electric, and Force Spells, +2 Caster Level and Maximum Caster level with Fire, Cold, Acid, Electric, and Force Spells
  • Condemnation: +5% Spell Critical Damage with Light, Negative, and Alignment Spells
AP Cost: 2 Ranks: 1 Progression: 30
Divine Empowerment: +1 DC to your Necromancy and Evocation spells
AP Cost: 2 Ranks: 1 Progression: 30